Vetraeus wrote:Here we can do this several ways for the Zerg. These are in my opinion the easiest approaches.
--Hatchery: Allows the spawning of "Broodlings" that have timed life and cost some of the Hatchery's Energy.
--Lair: Allows the spawning of "Hydralisks" that have timed life and cost some of the Lair's Energy.
--Hive: Allows the spawning of a small specialist army of the player's choice that consumes all mana and is permanent until killed.
Maybe. This adds a bunch of micromanagement that I imagine half the players here couldn't handle in existing late-game situations.
--Hive +2: Allows the Hive to "train" Brutalisks and create a defensive structure permanently at the cost of a large sum of energy. (Using the Queen=Creep Tumor Effect)
--Scourge Nest: Creates x3 Scourge upon enemy arrival within 8 Aerial Range. (Scourge have Timed Life and can manually be spawned)
I like the idea of defensive structures automatically spawning attackable units like interceptors for zerg.
--Advanced Spine Crawlers: +500 HP, +0.46ms, -0.26as, +2 Range
Should be an upgrade for existing crawlers.
--Spore Cannon: Launches long range spores that deal "Area of Effect" damage to aerial targets and benefits from "Zerg Air Attack Ups." (13 Range, 20-45% Splash, 750 HP, 4 Armor, 3.02as, 40-60 Pure Damage)
Yes, this would help vs lolvoidrays
--Hunter Killer Upgrade: Turns Hydralisks in Hunter Killers. (+80 HP, +20-35 DmgVsArmored, +1.5 Range, +0.46ms, 1.22as)
This can help fill the gap between t1.5 and 3. I like it.
--Advanced Spore Crawlers: +450 HP, +0.64ms, -0.46as, +2 Range
Again, this can play into mucky's idea of upgradable defenses.
--Adv Up.Bile Pit: Baneling nests will now spawn a baneling instantly at the cost of 0.5 supply and 25 Gas, (4 In Stock) (Cooldown Based)
--Adv Up.Excessive Gland Buildup: (Corruptor): +20-35 DmgVsArmored, +2 Range, +0.43ms
I personally think that there is already way too much + to X damage units in the game. I'd rather corruptors just have some kind of aoe and auto apply their debuff or something like that.
--Adv Up.Eroding Acids: (Roach): +10-25 DmgVsBiological, Reduces enemy armor by 4.0 + 0.5 Per Missile Upgraded.
Damage vs bio seems... redundant in this map? Protoss have like... 2 bio units?
--Adv Up.Oversighted Defenses: (Overseer): Increases the duration of Infestation by 4 seconds and deals 2.5 Dmg/sec for the Duration.
YEAH 2.5DMG/SEC SHITS GONNA GET WRECKED
--Adv Up.Live Again to Grow a New One: (Brood Lord): If a Unit is killed by the Brood-Lord's Impact damage, the Brood-Lord is healed for 25 HP.
I like it. Zerg could use some ways to regen health.
--Adv Up.Sneaky Butter: (Baneling): Allows banelings to cloak for 5 Seconds. (Banelings have 30 Energy)
--Adv Up.Frenzied Regeneration: (Defensive Structures): Grants a 8% Lifestealing effect upon Zerg Structures that deal damage to enemies.
I like this too.
Now review these, and make your assumptions, these are the easiest things to do in the dreadful SC2 Editor, but they are possible and may enhance the zerg playstyle perhaps making zerg live longer and win a game?
I have a lot of things I'd like to see Zerg have. Something like hp regen on creep, removing creep speed bonus, and raising the overall speed of most zerg ground units in turn.